![]() ![]() ![]() ![]() The sampler renderer is the "classic" LuxRender, it contains all the surface integrators present in versions prior to 0.8. The different renderers are to accomadate differences in how the surface integrators go about their work, as follows: Each renderer contains a different set of surface integrators. The renderer is a "container" of sorts for the system outlined above. The tone mapping process converts calculated light intensities to colour values of pixels. The filter decides to which pixels a calculated sample contributes. This results in the final light intensity on the desired point of the camera surface, to which we will refer as sample.Īfter a number of samples has been calculated, an image needs to be generated. Based on the light source brightness and material properties, the integrator calculates the resulting light intensity on the camera surface.Īfter the surface integrator has done its work, the volume integrator will calculate the effect of participating media (such as smoke) and adjust the calculated light intensity for this effect. Instead of splitting up the light beam into multiple directions, a single direction is chosen, based on the surface material's reflection properties and probability. The calculation of the reflection direction of a ray on the surface of an object is complicated somewhat by the fact that light is typically scattered in various directions when reflecting on a surface. The ray may be a direct straight line, but more typically a ray is reflected by multiple surfaces before hitting the camera plane. Once a point is chosen, a surface integrator constructs a ray between a light source and the camera surface, taking the characteristics of the camera into account. The first step in the process is to define points on the camera surface for which the light intensity should be calculated. Schematic view of the rendering process: 1 = camera surface, 2 = camera, 3 = scene geometry, 4 = light source, 5 = path The principle of finding the illumination value for a certain point can be depicted like this: The way LuxRender approaches the process is by painstakingly calculating the illumination values at huge numbers of points on the camera surface - one by one. Calculating the solution to this formula is what LuxRender does. Luckily, light has been studied rather well and there is even a known formula that describes the behaviour of light pretty accurately. In order to achieve this, the way light behaves should be replicated. The goal of the rendering process is to create an image that is very close to how a scene would look in the real world. Introduction to LuxRender's rendering process 3.6 noise-aware and user-driven sampling.1 Introduction to LuxRender's rendering process.However nothing stops anyone from writing Ruby, Java, etc. For this reason the Python bindings of the API will be a first class passenger like C++ and they will be developed at the same time of the C++ API. It has been recently adopted by AutoDesk 3Ds Max too and it was already in use by Blender, Maya, MODO, etc. Python has become the de facto standard language for scripting in computer graphics. Original LuxRender v1.x code was released under GPL license. It is a very liberal license allowing the use of the code inside commercial products too. LuxCore API supports also GPU rendering with OpenCL.Īll the code included in LuxCore repository has been released under a new license: Apache Licence v2.0. Aside from all new features, LuxCore API has been measured to be up to 10x faster then the old LuxRender on the same hardware while rendering the same scene. LuxCoreRender v2.0 is not just a new API but also a completely new code base re-written from scratch. It offers all the features shown by SLG (aka SmallLuxGPU) in the past (in terms of dynamic camera, textures, materials, objects, etc. LuxCore is the name of the new C++/Python API. The old C API suffers of many limitations when it comes to modern features like dynamic scene editing and interactive rendering so it has been decided to write a completely new API instead of improving the old one. The plan for LuxCoreRender v2.0 has been defined during the 2013 summer and one of the major components is a new LuxCoreRender C++ and Python API. Image courtesy of Charles Nandeya Ehouman (Sharlybg) ![]()
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